按動按鈕,移動紅色方形:
得到控制
現在,我們要控制紅場。
添加四個按鈕,上,下,左,右。
寫的函數的每個按鈕來在所選擇的方向上移動的組件。
使兩個新的屬性component
的構造,並呼籲他們speedX
和speedY
。 這些屬性被用作速度的指標。
添加的功能component
構造,稱為newPos()
它使用speedX
和speedY
屬性來更改組件的位置。
該newpos功能是從updateGameArea功能繪製組件之前,叫做:
例
<script>
function component(width, height,
color, x, y) {
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height) ;
}
this.newPos = function() {
this.x += this.speedX;
this.y
+= this.speedY;
}
}
function updateGameArea() {
myGameArea.clear() ;
myGamePiece.newPos();
myGamePiece.update();
}
function moveup() {
myGamePiece.speedY -= 1;
}
function movedown() {
myGamePiece.speedY += 1;
}
function moveleft() {
myGamePiece.speedX -= 1;
}
function moveright() {
myGamePiece.speedX += 1;
}
</script>
<button
onclick="moveup()">UP</button>
<button
onclick="movedown()">DOWN</button>
<button
onclick="moveleft()">LEFT</button>
<button
onclick="moveright()">RIGHT</button>
試一試» 停止移動
如果你願意,你可以當您鬆開按鈕使紅色正方形停止。
添加將設定的速度指標0的功能。
為了應對正常屏幕和觸摸屏,我們將添加代碼為兩個設備:
例
function
stopMove() {
myGamePiece.speedX = 0;
myGamePiece.speedY = 0;
}
</script>
<button
omousedown="moveup()" onmouseup="stopMove()"
ontouchstart="moveup() ">UP</button>
<button
omousedown="movedown()" onmouseup="stopMove()"
ontouchstart="movedown()" >DOWN</button>
<button
omousedown="moveleft()" onmouseup="stopMove()"
ontouchstart="moveleft()" >LEFT</button>
<button
omousedown="moveright()" onmouseup="stopMove()"
ontouchstart="moveright()" >RIGHT</button>
試一試» 鍵盤作為控制器
我們也可以使用鍵盤上的方向鍵控制紅場。
創建,檢查是否有鍵被按下的方法,以及設定key
的的屬性myGameArea
對象的關鍵碼。 當按鍵被釋放時,設置key
屬性為false
:
例
var myGameArea = {
canvas :
document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('keydown', function (e) {
myGameArea.key = e.keyCode;
})
window.addEventListener('keyup', function (e) {
myGameArea.key = false;
})
},
clear : function(){
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
然後,如果按下方向鍵之一,我們可以將紅色方塊:
例
function updateGameArea() {
myGameArea.clear();
myGamePiece.speedX = 0;
myGamePiece.speedY =
0;
if (myGameArea.key && myGameArea.key == 37)
{myGamePiece.speedX = -1; }
if (myGameArea.key &&
myGameArea.key == 39) {myGamePiece.speedX = 1; }
if
(myGameArea.key && myGameArea.key == 38) {myGamePiece.speedY = -1; }
if (myGameArea.key && myGameArea.key == 40) {myGamePiece.speedY = 1; }
myGamePiece.newPos();
myGamePiece.update();
}
試一試» 多鍵按下
如果什麼多個鍵被按下的同時?
在上面的例子中,組件只能水平或垂直移動。 現在,我們要的分量也斜走。
創建一個keys
陣列用於myGameArea
對象,並插入一個元素為每按下此鍵,並給它的價值true
,直到關鍵是不再按值保持為真,則值變為false
的keyup事件偵聽器函數:
例
var myGameArea = {
canvas :
document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('keydown', function (e) {
myGameArea.keys = (myGameArea.keys || []);
myGameArea.keys[e.keyCode] = true;
})
window.addEventListener('keyup', function (e) {
myGameArea.keys[e.keyCode] = false;
})
},
clear : function(){
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function updateGameArea() {
myGameArea.clear();
myGamePiece.speedX = 0;
myGamePiece.speedY =
0;
if ( myGameArea.keys && myGameArea.keys[37] )
{myGamePiece.speedX = -1; }
if ( myGameArea.keys &&
myGameArea.keys[39] ) {myGamePiece.speedX = 1; }
if
( myGameArea.keys && myGameArea.keys[38] ) {myGamePiece.speedY = -1; }
if ( myGameArea.keys && myGameArea.keys[40] ) {myGamePiece.speedY = 1; }
myGamePiece.newPos();
myGamePiece.update();
}
試一試» 使用鼠標光標作為一個控制器
如果你想使用鼠標控制紅色方塊,加入方法myGameArea
對象更新x和鼠標光標的y坐標:。
例
var myGameArea = {
canvas :
document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.canvas.style.cursor = "none"; //hide the original cursor
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('mousemove', function (e) {
myGameArea.x = e.pageX;
myGameArea.y = e.pageY;
})
},
clear :
function(){
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
然後我們就可以使用鼠標光標移動的紅色方塊:
例
function updateGameArea() {
myGameArea.clear();
if (myGameArea.x && myGameArea.y) {
myGamePiece.x = myGameArea.x;
myGamePiece.y = myGameArea.y;
}
myGamePiece.update();
}
試一試» 觸控遊戲畫面
我們也可以控制在觸摸屏上紅色正方形。
在添加方法myGameArea
使用x和那裡的觸摸屏幕,y坐標的對象:
例
var myGameArea = {
canvas :
document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('touchmove', function (e) {
myGameArea.x = e.touches[0].screenX;
myGameArea.y = e.touches[0].screenY;
})
},
clear : function(){
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
然後,如果用戶觸摸屏幕,使用相同的代碼,因為我們沒有為鼠標光標,我們可以將紅色方塊:
例
function updateGameArea() {
myGameArea.clear();
if (myGameArea.touchX && myGameArea.touchY) {
myGamePiece.x = myGameArea.x;
myGamePiece.y =
myGameArea.y;
}
myGamePiece.update();
}
試一試» 在畫布控制器
我們也可以在畫布上繪製自己的按鈕,並把它們作為控制器:
例
function startGame() {
myGamePiece = new component(30, 30, "red" , 10,
120);
myUpBtn = new component(30, 30,
"blue" , 50, 10);
myDownBtn = new
component(30, 30, "blue" , 50, 70);
myLeftBtn = new component(30, 30, "blue" , 20,
40);
myRightBtn = new component(30, 30,
"blue" , 80, 40);
myGameArea.start();
}
添加新的函數,計算出如果一個組件,在此情況下的一個按鈕,當點擊。
通過添加事件偵聽器來檢查,如果鼠標按鈕被點擊啟動( mousedown
and mouseup
) 為了應對觸摸屏,還可以添加事件偵聽器來檢查是否點擊了屏幕( touchstart
and touchend
)
例
var myGameArea = {
canvas :
document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('mousedown', function (e) {
myGameArea.x = e.pageX;
myGameArea.y = e.pageY;
})
window.addEventListener('mouseup', function (e) {
myGameArea.x = false;
myGameArea.y = false;
})
window.addEventListener('touchstart', function (e) {
myGameArea.x = e.pageX;
myGameArea.y = e.pageY;
})
window.addEventListener('touchend', function (e) {
myGameArea.x = false;
myGameArea.y = false;
})
},
clear : function(){
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
現在myGameArea
對象具有屬性告訴我們的x和點擊的y坐標。 我們使用theese屬性,以檢查是否點擊了對我們的藍色按鈕中的一個進行的。
這種新方法被稱為clicked
,它是一個方法component
構造函數,它檢查是否被點擊的組件。
在updateGameArea
功能,我們採取的行動neccessarry如果單擊藍色按鈕之一:
例
function component(width, height, color, x, y) {
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
this.clicked = function() {
var myleft = this.x;
var
myright = this.x + (this.width);
var mytop = this.y;
var
mybottom = this.y + (this.height);
var clicked = true;
if
((mybottom < myGameArea.y) || (mytop > myGameArea.y)
|| (myright < myGameArea.x) || (myleft > myGameArea.x)) {
clicked = false;
}
return clicked;
}
}
function
updateGameArea() {
myGameArea.clear();
if (myGameArea.x && myGameArea.y) {
if (myUpBtn.clicked()) {
myGamePiece.y -= 1;
}
if (myDownBtn.clicked()) {
myGamePiece.y += 1;
}
if (myLeftBtn.clicked()) {
myGamePiece.x += -1;
}
if (myRightBtn.clicked()) {
myGamePiece.x += 1;
}
}
myUpBtn.update();
myDownBtn.update();
myLeftBtn.update();
myRightBtn.update();
myGamePiece.update();
}
試一試»